Difference between revisions of "Next version"

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*: OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). '''IN PROGRESS'''
 
*: OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). '''IN PROGRESS'''
 +
 
*: Total Zone memory manager rewrite (more speed improvements). '''FINISHED'''
 
*: Total Zone memory manager rewrite (more speed improvements). '''FINISHED'''
 +
 
*: Textures will support normal, bump, and specular maps. '''IN PROGRESS'''
 
*: Textures will support normal, bump, and specular maps. '''IN PROGRESS'''
 +
 
*: Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows)
 
*: Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows)
 +
 
*: Sky subsystem rewritten from Quake 3 for Q3 BSPs, normal sky code will remain for DOOM maps.
 
*: Sky subsystem rewritten from Quake 3 for Q3 BSPs, normal sky code will remain for DOOM maps.
 +
 
*: [http://opl3.cozendey.com/ OPL integration] for music; replaces fudged SYSTEM music player under Windows. '''FINISHED'''
 
*: [http://opl3.cozendey.com/ OPL integration] for music; replaces fudged SYSTEM music player under Windows. '''FINISHED'''
 +
 
*: SPLINE library replaces all camera code and new script files for them will be added.
 
*: SPLINE library replaces all camera code and new script files for them will be added.
 +
 
*: Environment maps for surfaces (like Half-Life)
 
*: Environment maps for surfaces (like Half-Life)
 +
 
*: True Slopes using vertex height calculation
 
*: True Slopes using vertex height calculation
 +
 
*: Polyobject support.
 
*: Polyobject support.
 +
 
*: Inventory System
 
*: Inventory System
 +
 
*: Better RTS functions (some adapted from FraggleScript)
 
*: Better RTS functions (some adapted from FraggleScript)
 +
 
*: FraggleScript support (limited*)
 
*: FraggleScript support (limited*)
 +
 
*: ROQ library for cinematics, and render-to-texture (skins, textures) '''IN PROGRESS'''
 
*: ROQ library for cinematics, and render-to-texture (skins, textures) '''IN PROGRESS'''
 +
 
*: Quake 3 BSP Support (loading, rendering)
 
*: Quake 3 BSP Support (loading, rendering)

Revision as of 01:47, 29 April 2016

3DGE has tons of new features that are works-in-progress. Some of them have been listen elsewhere as completed or not: this is the definitive sheet.

Items marked in BOLD indicate in-progress or finished!

2.0x codebase

The following features will be completed before or at the end of the 2.0x lifecycle:

  • Completed Interpolation (heights, projectiles, etc)
  • MD5 support completed (skins, animation). FINISHED
  • DDF addition for weapons (Z_Aspect) (FINISHED), support for partial reloading
  • Splitscreen mode fully functional
  • MD2, MD3, MDL, and MD5 models support normal and specular maps.

2.1 codebase

Beginning with 2.1.0, 3DGE will get a massive rewrite:

  • OpenGL 2x rewrite (if extensions are detected, otherwise the engine will fall back to old 1.1 compliance). IN PROGRESS
  • Total Zone memory manager rewrite (more speed improvements). FINISHED
  • Textures will support normal, bump, and specular maps. IN PROGRESS
  • Heavily revamped Dynamic Lighting and Shadowing code (true directional light and true dynamic shadows)
  • Sky subsystem rewritten from Quake 3 for Q3 BSPs, normal sky code will remain for DOOM maps.
  • OPL integration for music; replaces fudged SYSTEM music player under Windows. FINISHED
  • SPLINE library replaces all camera code and new script files for them will be added.
  • Environment maps for surfaces (like Half-Life)
  • True Slopes using vertex height calculation
  • Polyobject support.
  • Inventory System
  • Better RTS functions (some adapted from FraggleScript)
  • FraggleScript support (limited*)
  • ROQ library for cinematics, and render-to-texture (skins, textures) IN PROGRESS
  • Quake 3 BSP Support (loading, rendering)